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Hill Fort

504604924Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 57m 38s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
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Player eAPM Actions Feudal Castle Imperial Opening
58 3,333 9:45 25:55 34:48 ⛏ Fast Castle
54 3,134 9:23 15:17 42:04 ⛏ Fast Castle
44 2,535 10:50 14:49 38:06 ⛏ Fast Castle
40 2,279 11:32 15:54 34:48 ⛏ Fast Castle
35 2,039 9:33 17:39 38:47 ⛏ Fast Castle
35 1,994 11:00 15:08 35:07 ⛏ Fast Castle
27 1,551 9:40 14:45 28:35 ⛏ Fast Castle
26 1,516 8:46 26:34 41:47 ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
44,490 19,035 14,880 4,700 83,105 85,625
29,170 27,869 18,150 3,075 78,264 85,134
29,085 24,095 21,320 3,620 78,120 84,461
31,015 18,085 17,580 6,410 73,090 90,149
27,965 24,570 9,740 2,675 64,950 65,904
22,490 25,759 9,715 4,070 62,034 76,729
19,175 17,982 11,095 4,190 52,442 75,958
20,385 15,190 11,920 2,500 49,995 56,736
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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